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Epic-Man
2010-09-11, 05:58 PM
Hunters seek out the evil in the world to end them. Their smart, organized and very solemn people, they often hunt alone but hunters fighting in groups arenít unheard of. Their reasons for hunting varies, most do it for revenge others glory, and every once and a while someone comes along to genuinely want to help others. Some Hunterís roam the earth searching out anything from Apparitions to Zombies hoping all the while to save some people, While others hunt just for the kill. Hunters are often outsiders to the natural world; they rarely ever tell people what they really do. They live Quite lives never staying in a society for long. They move from city to city performing their jobs and leaving to find the next.

{table=head] Level| Base Attack Bonus| Fort| Ref| Will| Special| Supernatural Pts| Bonus Damage| A.C Bonus
1|+0|+2| +2| +2| Occult Knowledge, Character Feat | +0| +2| +1
2|+1|+2|+2| +2| Ghost Killer, Bonus Feat| +0| +2| +1
3|+2|+3| +3| +3| - | +0| +2| +1
4|+3|+3| +3| +3| Undead Killer, Bonus Feat| +10| +2| +1
5|+4|+4| +4| +4| Craft Creature Bane Item Type I| +10| +4| +2
6|+5|+4| +4| +4| Shape Shifter Killer, Bonus Feat| +10| +4| +2
7|+6/+1| +5| +5| +5| - | +20| +4| +2
8|+7/+2| +5| +5| +5 | Vampire Killer, Bonus Feat| +20| +4| +2
9|+8/+3| +6| +6| +6 | - | +20| +8| +3
10|+9/+4| +6| +6| +6| Wear- Killer, Bonus Feat, Craft Creature Bane Item Type II| +40| +16| +5
11|+10/+5 |+ 7| +7| +7| - | +40| +16| +5
12|+11/+6/+1|+7| +7| +7| Demon Killer, Bonus Feat| +40| +16| +5
13|+12/+7/+2|+8| +8| +8| - | +50| +16| +5
14|+13/+8/+3|+8| +8| +8| Dimi-God Killer, Bonus Feat| +50| +16| +6
15|+14/+9/+4|+9| +9| +9| Craft Creature Bane Item Type III| +50| +32| +6
16|+15/+10/+5|+9| +9|+9| Troll Killer, Bonus Feat| +60| +32|+6
17|+16/+11/+6/+1| +10| +10| +10| - |+60| +32| +6
18|+17/+12/+7/+2| +10| +10| +10| Witch Killer, Bonus Feat| +60| +32| +7
19|+18/+13/+8/+3| +11| +11| +11| - | +70| +64| +7
20|+19/+14/+9/+4| +12| +12| +12| Dragon Killer, Bonus Feat, Craft Creature Bane Item Type IV| +140| +128 | +9[/table]


The Hunters Class Skills are:
Acrobatics (Dex)
Appraise (Int)
Bluff (Cha)
Climb (Str)
Craft (Wis)
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge Religion (Int)
Knowledge Occult (Int)
Knowledge Nature (Int)
Knowledge History (Int)
Knowledge Geography (Int)
Perception (Wis)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Use Magic Device* (Cha)

Skill Ranks Per Level: 4+Int Modifier

Class Features

Armor&Weapon Proficiency: Hunters are proficient in all martial weapons and armor.

Alignment: Any non lawful

Common Race associated with this class: Humans

Starting Equipment:
Cold Iron Dagger, 4, 2 pound bags of salt, 10 vials of holy water, 1, Ĺ pound bag of rock salt, and 50 gold coins.

Bonus Damage: A hunterís bonus damage is only added once they have obtained a Killer Feat, and the damage is only added to the type of creature that the feat describes.

Supernatural Points: Supernatural Points are what allow hunter to craft Items of protection against harm, protection against location, extra damage, and the ability to slay a specific type of creature, by using artificer points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item. It takes a total of one week for the Supernatural Points to return to max, and for an item to successfully be crafted.

Occult Knowledge:
At First Level Hunters understands that the world is not what it seems; Creatures exist in darkness ghost, magic itís all real. No matter the DC Roll they can tell whether a monster was involved.

DC 10- They know a little about the subject.
DC 25-They know a moderate amount about the subject.
DC 35-They know a decent amount about the subject.
DC 45-They know a lot about the subject.
DC 55-They know everything about the subject.

Character Feat:
At level one a PC must pick a background feat. It can be any one of these four.

Tragic Loss:
Youíre Entire Family or a very important member has been slaughtered, and now youíve sworn Revenge. Diving into the world of darkness you seek the thing to kill it with your bare hands.
Benefit: Character gains a +2 to Will, and a single stat.

Glory Hound:
You encountered a supernatural being in your youth and found out you have a knack for tracking them down, and killing them. Seeking the biggest hunt ever, you strive for glory and respect in the world of hunters.
Benefit: Character gains a +10 to Perception Checks for things involving a hunt.

Hero:
Ever since you can remember youíve been saving people from evil creatures, without reward or thanks, a hero tracks down evil with ease, killing and saving lives in the process; this truly is the only reason they hunt.
Benefits: The character gains a +2 to Survival, and Cha Based Checks.

Mad Man:
The loss of a loved one has deeply wounded your heart beyond repair. You search out the thing that killed or changed your loved one in an attempt to get revenge, all the while hunting any monsters or magical creatures regardless of alignment. Any one that tries to get in your way usually end up in the same condition of the creature your hunting (Dead) without mercy or compassion.
Benefit: The character gains the Die Hard Feat at level 1.

Bonus Feat:
At 2nd and every 2 levels there after a hunter is granted a Bonus Feat.
Ghost Killer:
At 2nd level hunters gain knowledge on the weakness of ghost. When they succeed in attacking a ghost with something that their weak against, the hunters Bonus damage is added to the total amount.
Undead Killer:
At 4th level hunters gain knowledge on the weakness of Undead. When they succeed in attacking a Undead with something that their weak against, the hunters Bonus damage is added to the total amount.
Craft Creature Bane Item Type I:
At 5th level a hunter gains the ability to craft items of protection against harm from a certain type of creature; by using Supernatural points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item.

DC 10- Damage Resistance 10
DC 25- Damage Resistance 15
DC 35- Damage Resistance 20
DC 45- Damage Resistance 25
DC 55- Damage Resistance 30
DC 65- Damage Resistance 35

Shape Shifter Killer:
At 6th level hunters gain knowledge on the weakness of Shape Shifter. When they succeed in attacking a Shape Shifter with something that their weak against, the hunters Bonus damage is added to the total amount.

Vampire Killer:
At 8th level hunters gain knowledge on the weakness of Vampire. When they succeed in attacking a Vampire with something that their weak against, the hunters Bonus damage is added to the total amount.

Were- Killer:
At 10th level hunters gain knowledge on the weakness of Were Creatures. When they succeed in attacking a Were Creatures with something that their weak against, the hunters Bonus damage is added to the total amount.

Craft Creature Bane Item Type II:
At 10th level a hunter gains the ability to craft items of protection against location from a certain type of creature; by using Supernatural points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item.

DC 20-15 ft radius of protection against location
DC 35-25 ft radius of protection against location
DC 50-35 ft radius of protection against location
DC 65-45 ft radius of protection against location

Demon Killer:
At 12th level hunters gain knowledge on the weakness of Demon. When they succeed in attacking a Demon with something that their weak against, the hunters Bonus damage is added to the total amount.
Dimi-God Killer:
At 14th level hunters gain knowledge on the weakness of Dimi-God. When they succeed in attacking a Dimi-God with something that their weak against, the hunters Bonus damage is added to the total amount
Craft Creature Bane Item Type III:
At 15th level a hunter gains the ability to craft items of extra damage for a certain type of creature; by using Supernatural points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item.

DC 30-+10 to damage
DC 50-+20 to damage
DC 70-+30 to damage
DC 90-+40 to damage
DC 110-+50 to damage

Troll Killer:
At 16th level hunters gain knowledge on the weakness of Troll. When they succeed in attacking a Troll with something that their weak against, the hunters Bonus damage is added to the total amount.

Witch Killer: At 18th level hunters gain knowledge on the weakness of Spell Caster. When they succeed in attacking a Spell Caster with something that their weak against, the hunters Bonus damage is added to the total amount.

Dragon Killer:
At 20th level hunters gain knowledge on the weakness of Dragon. When they succeed in attacking a Dragon with something that their weak against, the hunters Bonus damage is added to the total amount.

Craft Creature Bane Item Type IV:
At 20th level a hunter gains the ability to craft a item of Slaying a single type of creature; This Uses all of the hunters Supernatural Points and takes the toll of two weeks to craft once finished the weapon may slay one type of creature upon hit, no save. Only one of these items can be crafted, and can never be crafted again. This item has a powerful 5ft aura that can be sensed by the type that it kills. (Perception Check DC 10+Your Stealth)

Epic Hunter
{table=head] Level| Base Attack Bonus| Fort| Ref| Will | Special| Supernatural Pts| Bonus Damage|A.C Bonus
21| +20/+15/+10/+5| +12| +12| +12| - | +140| +128|+9
22| +21/+16/+11/+6|+12| +12| +12| Bonus Feat, Construct Killer| +140| +128| +9
23| +22/+17/+12/+7|+13| +13| +13| - |+140| +128| +9
24| +23/+18/+13/+8| +13| +13| +13| Bonus Feat, Humanoid Killer| +150| +128| +10
25| +24/+19/+14/+9 | +14| +14| +14| Craft Creature Bane Item Type IV| +150| +128| +10
26| +25/+20/+15/+10| +14| +14| +14| Bonus Feat, Monstrous Humanoid Killer| +150| +256| +10
27| +26/+21/+16/+11| +15| +15| +15| - | +160| +256| +10
28| +27/+22/+17/+12| +16| +16| +16| Bonus Feat, Outsider (Evil) Killer| +160| +256| +11
29| +28/+23/+18/+13| +17| +17| +17| - | +160| +256| +11
30| +29/+24/+19/+14| +18| +18| +18| Bonus Feat, Outsider (Chaotic) Killer Craft Creature Bane Item Type IV| +320 | +256| +13[/table]

Finally Done! Any Questions?

Realms of Chaos
2010-09-12, 12:13 AM
Finally Done! Any Questions?

We'll see.



Hunters seek out the evil in the world to end them. Their smart, organized and very solemn people, they often hunt alone but hunters fighting in groups arenít unheard of. Their reasons for hunting varies, most do it for revenge others glory, and every once and a while someone comes along to genuinely want to help others. Some Hunterís roam the earth searching out anything from Apparitions to Zombies hoping all the while to save some people, While others hunt just for the kill. Hunters are often outsiders to the natural world; they rarely ever tell people what they really do. They live Quite lives never staying in a society for long. They move from city to city performing their jobs and leaving to find the next.

Short fluff but not bad fluff. Moving on...


{table=head] Level| Base Attack Bonus| Fort| Ref| Will| Special| Supernatural Pts| Bonus Damage| A.C Bonus
1|+0|+2| +2| +2| Occult Knowledge, Character Feat | +0| +2| +1
2|+1|+2|+2| +2| Ghost Killer, Bonus Feat| +0| +2| +1
3|+2|+3| +3| +3| - | +0| +2| +1
4|+3|+3| +3| +3| Undead Killer, Bonus Feat| +10| +2| +1
5|+4|+4| +4| +4| Craft Creature Bane Item Type I| +10| +4| +2
6|+5|+4| +4| +4| Shape Shifter Killer, Bonus Feat| +10| +4| +2
7|+6/+1| +5| +5| +5| - | +20| +4| +2
8|+7/+2| +5| +5| +5 | Vampire Killer, Bonus Feat| +20| +4| +2
9|+8/+3| +6| +6| +6 | - | +20| +8| +3
10|+9/+4| +6| +6| +6| Wear- Killer, Bonus Feat, Craft Creature Bane Item Type II| +40| +16| +5
11|+10/+5 |+ 7| +7| +7| - | +40| +16| +5
12|+11/+6/+1|+7| +7| +7| Demon Killer, Bonus Feat| +40| +16| +5
13|+12/+7/+2|+8| +8| +8| - | +50| +16| +5
14|+13/+8/+3|+8| +8| +8| Dimi-God Killer, Bonus Feat| +50| +16| +6
15|+14/+9/+4|+9| +9| +9| Craft Creature Bane Item Type III| +50| +32| +6
16|+15/+10/+5|+9| +9|+9| Troll Killer, Bonus Feat| +60| +32|+6
17|+16/+11/+6/+1| +10| +10| +10| - |+60| +32| +6
18|+17/+12/+7/+2| +10| +10| +10| Witch Killer, Bonus Feat| +60| +32| +7
19|+18/+13/+8/+3| +11| +11| +11| - | +70| +64| +7
20|+19/+14/+9/+4| +12| +12| +12| Dragon Killer, Bonus Feat, Craft Creature Bane Item Type IV| +140| +128 | +9[/table]

Your B.A.B. looks a bit wierd. Most people aren't going to like that when they look at it unless you have a very specific and valid reason as to why they lose exactly 1 point of B.A.B. instead of just giving it full. Just warning you. :smallwink:
Also, you seem to have forgotten to write down the HD that this guy uses. :smallconfused:


The Hunters Class Skills are:
Acrobatics (Dex)
Appraise (Int)
Bluff (Cha)
Climb (Str)
Craft (Wis)
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge Religion (Int)
Knowledge Occult (Int)
Knowledge Nature (Int)
Knowledge History (Int)
Knowledge Geography (Int)
Perception (Wis)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Use Magic Device* (Cha)

Just a formatting thing but most people prefer to list their class skills one right after another with mere commas between them (for example: Acrobatics (Dex), Appraise (Int), Bluff (Cha), ...)
Also, I can't find the note that the * after use magic device seems to be referring to and I can't figure out why this guy gets appraise. Just because you can make items doesn't mean you know how much jewels and such are worth and the skill can't even be used to identify cursed items or anything like that. :smallconfused:
Also, Knowledge (occult) was not a skill last time I checked. It was knowledge (arcana)


Skill Ranks Per Level: 4+Int Modifier

Ok...


Class Features

Armor&Weapon Proficiency: Hunters are proficient in all martial weapons and armor.

ok


Alignment: Any non lawful

Common Race associated with this class: Humans

Starting Equipment:
Cold Iron Dagger, 4, 2 pound bags of salt, 10 vials of holy water, 1, Ĺ pound bag of rock salt, and 50 gold coins.

Um... Why are these things listed as class features? They are not class features. Unless pathfinder uses far different formatting than what I remember, these belong right under your paragraph of fluff.


Bonus Damage: A hunterís bonus damage is only added once they have obtained a Killer Feat, and the damage is only added to the type of creature that the feat describes.

Wait wait wait. The wording here is pretty vague so I just want to get this clear. Once you get the proper feat, you add the indicated bonus to all damage rolls made against the desired type of enemy. Did I get that right?

If so, that's more than a little bit insane. Compare the 100+ damage that you're giving this guy with each shot with, for a close example, the ranger. I know that the ranger isn't the most powerful thing ever and that this type of damage output is more than possible but getting it normally requires spending quite a few feats while your guy just hands him out to anybody who plays the class, making this guy a bit unbalanced unless played in a high-powered party.


Supernatural Points: Supernatural Points are what allow hunter to craft Items of protection against harm, protection against location, extra damage, and the ability to slay a specific type of creature, by using artificer points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item. It takes a total of one week for the Supernatural Points to return to max, and for an item to successfully be crafted.

Why do you refer to artificer points when you earlier and later refer to supernatural points. Also, the way you wrote this, it seems that this guy takes a week to make an item but by the end of that same week, his points are already back to maximum. If this is true, what is the point of having points in the first place. If not, please make this more clear.
Also, just to make sure, does this creation process otherwise follow the same rules of normal item creation?


Occult Knowledge:
At First Level Hunters understands that the world is not what it seems; Creatures exist in darkness ghost, magic itís all real. No matter the DC Roll they can tell whether a monster was involved.

DC 10- They know a little about the subject.
DC 25-They know a moderate amount about the subject.
DC 35-They know a decent amount about the subject.
DC 45-They know a lot about the subject.
DC 55-They know everything about the subject.

Not really a problem, persay, but most abilities like this provide small examples of what details might qualify as a "little about the subject", "a moderate amount about the subject", and so on to help the DM know how much info to give.
Also, should we assume that no rerolls are allowed? For that matter, what bonuses do you add to the d20?


Character Feat:
At level one a PC must pick a background feat. It can be any one of these four.

Tragic Loss:
Youíre Entire Family or a very important member has been slaughtered, and now youíve sworn Revenge. Diving into the world of darkness you seek the thing to kill it with your bare hands.
Benefit: Character gains a +2 to Will, and a single stat.

Glory Hound:
You encountered a supernatural being in your youth and found out you have a knack for tracking them down, and killing them. Seeking the biggest hunt ever, you strive for glory and respect in the world of hunters.
Benefit: Character gains a +10 to Perception Checks for things involving a hunt.

Hero:
Ever since you can remember youíve been saving people from evil creatures, without reward or thanks, a hero tracks down evil with ease, killing and saving lives in the process; this truly is the only reason they hunt.
Benefits: The character gains a +2 to Survival, and Cha Based Checks.

Mad Man:
The loss of a loved one has deeply wounded your heart beyond repair. You search out the thing that killed or changed your loved one in an attempt to get revenge, all the while hunting any monsters or magical creatures regardless of alignment. Any one that tries to get in your way usually end up in the same condition of the creature your hunting (Dead) without mercy or compassion.
Benefit: The character gains the Die Hard Feat at level 1.

Um... not every ability that a player gets is called a feat. A feat is something that anyone meeting the prerequisites can get and I have a feeling that you made these "feats" exclusively for this class (especially as feats never ever grant additional feats).
As such, why not rename this ability something like "Origin Story" and simply have you choose one of the following "origins" rather than "feats"

As for the "feats" themselves...
Tragic Loss: Unlike in 4e, you don't typically gain a bonus to "will". You gain a bonus to "will saves". Also, the word "stat" isn't used in DnD. We use the term "ability score". Lastly, be aware that a +2 bonus to Will saves and an ability score of your choice makes this the best option by a large margin.
Glory Hound: I may be a bit outdated but I was under the impression that survival was more involved in hunting (tracking things down and finding food) than perception was. Wouldn't it make more sense to grant the bonus to Survival checks?
Hero: Again, you grant bonuses to "Survival checks". Also, you probably want to replace the term "Cha-based checks" with "Cha-based skill checks and ability checks" to make the matter more clear.
Mad Man: apart from the feats never granting feats thing (which would be changed by calling this an origin rather than a feat), no problem here.


Bonus Feat:
At 2nd and every 2 levels there after a hunter is granted a Bonus Feat.

It's just a nitpick but the underlining here is completely uneccessary. Also, I noticed above that the bonus damage required having certain feats to apply it to enemies. Does that mean that the abilities below like Ghost Killer are actually the bonus feats you are granting?
If so, I'd get rid of the above text altogether and stop caling the abilities below feats.
If not, specify if there are a specific list of feats or if it's just any feat you meet the prerequisites for.


Ghost Killer:
At 2nd level hunters gain knowledge on the weakness of ghost. When they succeed in attacking a ghost with something that their weak against, the hunters Bonus damage is added to the total amount.

Unless you're playing using Ghostwalk in your game (and most of the time even then), you aren't going to have a magic weapon by 2nd level and won't be able to harm ghosts when you get this ability. The question, then, is why you get this ability this early?


Undead Killer:
At 4th level hunters gain knowledge on the weakness of Undead. When they succeed in attacking a Undead with something that their weak against, the hunters Bonus damage is added to the total amount.

Um... wait, aren't ghosts undead? Does this mean that you add twice your bonus against ghosts? Why? I recommend getting rid of Ghost Killer altogether and just sticking with this.


Craft Creature Bane Item Type I:
At 5th level a hunter gains the ability to craft items of protection against harm from a certain type of creature; by using Supernatural points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item.

DC 10- Damage Resistance 10
DC 25- Damage Resistance 15
DC 35- Damage Resistance 20
DC 45- Damage Resistance 25
DC 55- Damage Resistance 30
DC 65- Damage Resistance 35

Damage... resistance?
Okay, I just checked and I can't verify if this class is intended for any version of DnD at all. If this was intended for a different system, I apologize for my previous and future critiques but most people would assume this is 3.5 unless you state to the contrary somewhere.
In any case, Damage Resistance doesn't exist in 3.5 (and I'm pretty sure it isn't in pathfinder, either), though it is in 4e. Odd. Were you referring to damage reduction? What passes it?

Edit: Wait a moment? How are the SP used here? DC stands for Difficulty Class, the result of a Dice Roll needed to accomplish something? Did you mean to write SP instead of DC?


Shape Shifter Killer:
At 6th level hunters gain knowledge on the weakness of Shape Shifter. When they succeed in attacking a Shape Shifter with something that their weak against, the hunters Bonus damage is added to the total amount.

Um... what about shapeshifters that aren't weak against anything in particular? Like doppelgangers? Is it impossible to get the bonus against doppelgangers?


Vampire Killer:
At 8th level hunters gain knowledge on the weakness of Vampire. When they succeed in attacking a Vampire with something that their weak against, the hunters Bonus damage is added to the total amount.

Again, this is redundant with the undead killer ability. On a slightly funny note, you make it sound as though the character has only just learned of the many well-known and obvious weaknesses of a vampire only at this level. :smallbiggrin:


Were- Killer:
At 10th level hunters gain knowledge on the weakness of Were Creatures. When they succeed in attacking a Were Creatures with something that their weak against, the hunters Bonus damage is added to the total amount.

Okay... fairly sure that you aren't talking about DnD at this point but I'm stubborn so I'm going to keep going. Aren't Were creatures also shapeshifters? is this another attempt to double up the bonuses?


Craft Creature Bane Item Type II:
At 10th level a hunter gains the ability to craft items of protection against location from a certain type of creature; by using Supernatural points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item.

DC 20-15 ft radius of protection against location
DC 35-25 ft radius of protection against location
DC 50-35 ft radius of protection against location
DC 65-45 ft radius of protection against location

protection against location? What? Okay, I just googled this spell (or whatever it is) and absolutely nothing turned up except for this thread. What is protection against location and what does it do?


Demon Killer:
At 12th level hunters gain knowledge on the weakness of Demon. When they succeed in attacking a Demon with something that their weak against, the hunters Bonus damage is added to the total amount.

Ok... why not.


Dimi-God Killer:
At 14th level hunters gain knowledge on the weakness of Dimi-God. When they succeed in attacking a Dimi-God with something that their weak against, the hunters Bonus damage is added to the total amount

Dimi-God? DIMI-GOD? WHAT ON EARTH IS A DIMI-GOD?! Another google search has turned up nothing!!! Do you mean Demi-God? Why is this guy killing Demi-Gods? That should be the stuff of Epic campaigns, not for level 14 adventurers.


Craft Creature Bane Item Type III:
At 15th level a hunter gains the ability to craft items of extra damage for a certain type of creature; by using Supernatural points (SP) a hunter can increases the rolls total amount affecting the potency of the crafted item.

DC 30-+10 to damage
DC 50-+20 to damage
DC 70-+30 to damage
DC 90-+40 to damage
DC 110-+50 to damage

Unlike the other two crafting items, these things seem like they could stack with each other. Please tell me that you can't create a dozen forks of +50 damage against a single creature and get +600 damage to all attacks against them. Also, how on earth are you getting such high DCs by level 15? Or is this some way to ensure that the guy keeps getting powerful into epic levels?


Troll Killer:
At 16th level hunters gain knowledge on the weakness of Troll. When they succeed in attacking a Troll with something that their weak against, the hunters Bonus damage is added to the total amount.

Wait... This guy kills trolls... mere CR 5 creatures... AFTER HE'S DONE KILLING CR 20+ DEMIGODS? Well, at least these guys typically have weaknesses...


Witch Killer: At 18th level hunters gain knowledge on the weakness of Spell Caster. When they succeed in attacking a Spell Caster with something that their weak against, the hunters Bonus damage is added to the total amount.

Finally one that makes sense to have at high levels. Unfortunately, most spellcasters do not have a particular weakness.


Dragon Killer:
At 20th level hunters gain knowledge on the weakness of Dragon. When they succeed in attacking a Dragon with something that their weak against, the hunters Bonus damage is added to the total amount.

Again, this makes sense. Dragons are the most powerful things in existance (uber-epic stuff aside).


Craft Creature Bane Item Type IV:
At 20th level a hunter gains the ability to craft a item of Slaying a single type of creature; This Uses all of the hunters Supernatural Points and takes the toll of two weeks to craft once finished the weapon may slay one type of creature upon hit, no save. Only one of these items can be crafted, and can never be crafted again. This item has a powerful 5ft aura that can be sensed by the type that it kills. (Perception Check DC 10+Your Stealth)

An item of auto-death? Sorry. No. Just too powerful. Nobody should ever have an "I-hit-you-and-you-die-no-saves" ability. Just...No!


Epic Hunter
{table=head] Level| Base Attack Bonus| Fort| Ref| Will | Special| Supernatural Pts| Bonus Damage|A.C Bonus
21| +20/+15/+10/+5| +12| +12| +12| - | +140| +128|+9
22| +21/+16/+11/+6|+12| +12| +12| Bonus Feat, Construct Killer| +140| +128| +9
23| +22/+17/+12/+7|+13| +13| +13| - |+140| +128| +9
24| +23/+18/+13/+8| +13| +13| +13| Bonus Feat, Humanoid Killer| +150| +128| +10
25| +24/+19/+14/+9 | +14| +14| +14| Craft Creature Bane Item Type IV| +150| +128| +10
26| +25/+20/+15/+10| +14| +14| +14| Bonus Feat, Monstrous Humanoid Killer| +150| +256| +10
27| +26/+21/+16/+11| +15| +15| +15| - | +160| +256| +10
28| +27/+22/+17/+12| +16| +16| +16| Bonus Feat, Outsider (Evil) Killer| +160| +256| +11
29| +28/+23/+18/+13| +17| +17| +17| - | +160| +256| +11
30| +29/+24/+19/+14| +18| +18| +18| Bonus Feat, Outsider (Chaotic) Killer Craft Creature Bane Item Type IV| +320 | +256| +13[/table]



A few things.
1. BAB stops increasing at 20th level.
2. Same for saving throws.
3. You typically don't give out more class features after 20th level. Instead, you give bonus feats chosen from a list of bonus feats and you continue class abilities that had an ongoing progression.
4. Why do you consider humanoids and monstrous humanoids so strong that you grant advantages towards them WAY WAY WAY after DEMI-GODS!
5. Why do you grant the "Craft Creature Bane Item Type IV" ability 2 more times. We already have it. Are you trying to say that you gain the ability to carry 3 at a time by level 30 (:smalleek:). If so, consider saying something.

To reiterate...

Finally Done! Any Questions?


GOOD LORD YES!!!

bondpirate
2010-09-12, 02:46 AM
Clearly your going for a Tier 1 martial class. I personally feel this really takes away from a class. They just don't seem as much fun as a more limited martialist would. There is potential in this class, but I see some problems so here are my suggestions:

1) The BAB going from 0-19 is awkward. Just give the character full BAB. With the character focus presented, the ranger/scout template heavily modded works better than the fighter template heavily modded.
2) Full Monk Saves is overkill, even for Monks. Either Fort or Will, maybe both, as your major save and Reflex as a minor save progression. Your class is a hunter built around passion and determination to eliminate not just your foes but your thirst for vengeance.
3) Your skill list needs some modding:
-Appraise and UMD don't really belong in your skill set. These skills are more for rogues and skill focused characters. UMD is also crazy overpowered but in the good way.
-Lose Disguise and replace with Heal. Your class isn't stealthy by nature or by skill selection. Heal helps, period.
-Craft is INT not WIS.
4) The AC Bonus is more than double that of a Monk at lvl 20 (9 vs. 4). I would make it mimic the Monk progression.
5)Occult Knowledge should be altered to closer resemble Bardic Knowledge. In that when you make a knowledge check concerning the foes your "Killer" line of abilities you add your class level to the knowledge skill instead of just creating a new one.
6)4+ skill ranks might be a little low after some revisions. I suggest 6+.
7)Proficient hunters tend to have lighter armors than pure warriors. Medium armor proficiency should be enough. Also, your AC bonus shouldn't work in armors heavier than medium. The lack of shield is alright. Finally, you need to add simple weapon proficiency and maybe an exotic weapon or two for flavor.
8) Your class is non lawful, but allows evil characters, you should add a descriptor why.
9) 'Common race associated with this class' should instead be "Races: Any, but humans are the most likely to be this class, though other races have been known to become one" unless there is a reason they can't?
10) As for starting equipment, allowing the character to purchase a cold iron weapon at creation, a couple viles of holy water and 400-500 gp so decent armor can be purchased should allow for what they need.
11) Starting Age should probably be included. I recommend as Ranger.
12) The 'Character Feat' is forcing role-playing on the PC. Also, 99% of players are going to choose 'Tragic loss'. These are no-no's in my book. My recommendation is remove "Character Feat" altogether and replace it with an altered "Tragic Loss" where the character gains Iron Will and Endurance as bonus feats representing the characters determination due to their personal loss (At the very least give the character Improved Unarmed Strike since they feel compelled to go unarmed based on the descriptor lol). Glory Hound, Hero and Mad Man should be removed as well and replaced with the feats Track, Skill focus (Survival) and Endurance as bonus feats to fill in dead levels and it's still in keeping with the character theme.
13) The 'Killer' line of feats is both incredibly powerful and redundant at the same time. It's redundant in that you have undead killer but ghost and vampires are both classified as undead or that some choices like trolls are just one type of giant or that weres are considered shape-shifters already and your limiting yourself by doing so (Also, ghosts rarely appear in low level campaigns so your main ability would be wasted till level 4). My recommendation is treat it more like favored enemy but have a more limited list, but more options to go with the choice. Gain an enemy at level 1,3 then every three after. My list would be [aberrations, constructs, demons, devils, elementals, fey, giants, magical beasts, monstrous humanoid, ooze, outsider (type), shape-shifter, undead, and vermin). These unnatural beings are the focus of your ire and allowing the PC to choose what order they gain them allows campaign synergy. I took dragon off the list and casters in general as they didn't fit the flavor of the class. You should create some feats and class abilities to deal with them. Also, adjust the list if you feel something should be altered.
14) The damage increasing exponentially is almost game breaking. At lvl 20, you can full attack almost any dragon. If you go finesse and twf, then it's a guarantee to kill any dragon of appropriate CR. This needs to change to something more manageable. Start at +1 at level one and increase it by +1 at level five and every five levels after.
15) Losing your exponentially increasing damage is rough, I recommend that the bonus be more universal in application against the player's chosen enemies. Have the bonus count for bypassing DR and affecting the following skills as a bonus: Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival. Any creature on your list also loses their immunity to these effects only during the attack of the supernatural hunter: critical hits, non-lethal damage, ability damage/drain, fatigue, exhaustion and energy drain. As well as stunning and paralysis.
16) The Craft Creature Bane Item is confusing as written. I'm having trouble understanding how the DC's and supernatural points work. I'd change it to an ability to add bane and possibly other effects to your weapons for a certain number of rounds a limited amount of time per day (like barbarian rage). These stats would increase as you level.
17) The ten bonus feats are a little much even with what I've suggested. You should consider some more original abilities and feats to fill in the dead levels and maybe only leave a few bonus feats for customization.
18) Pick 1-3 stats to focus on for character building. As it stands, I would go straight finesse twf build, even without the uncanny dodge feats in order to exploit the bonus damage as much as possible.

Sorry for tearing your class apart, but I had a real hard time accepting the damage bonus. With the right abilities though, this class should really be a strong Tier 2 melee build. My personal preference is pure casters should really be Tier 1. But that's my opinion and I look forward to what you do from here.

Also, after I get some sleep I'll see about coming up with some unique feats and abilities you might like for your class.:smallsmile:

edit: I need to refresh the page to see if anyone else has responded before posting. I also need to format my responses like realms, looks like it saves time.

LOTRfan
2010-09-12, 06:56 AM
Dimi-God? DIMI-GOD? WHAT ON EARTH IS A DIMI-GOD?! Another google search has turned up nothing!!! Do you mean Demi-God? Why is this guy killing Demi-Gods? That should be the stuff of Epic campaigns, not for level 14 adventurers.

4. Why do you consider humanoids and monstrous humanoids so strong that you grant advantages towards them WAY WAY WAY after DEMI-GODS!


He could have been more specific, but I believe this class has to do with the show Supernatural, a show where two (http://www.supernaturalwiki.com/index.php?title=Dean) humans (http://www.supernaturalwiki.com/index.php?title=Sam)
have the ability to kill at least (http://www.supernaturalwiki.com/index.php?title=Leshii)four (http://www.supernaturalwiki.com/index.php?title=The_Vanir)gods (http://www.supernaturalwiki.com/index.php?title=Madge_and_Edward_Carrigan).

So, obviously the power level is different (at one point a fallen angel slaughters (http://www.supernaturalwiki.com/index.php?title=5.19_Hammer_Of_The_Gods) six of 'em. So I think that when he says demi-gods, he's using his own homebrewed rules (I hope :smalleek:)

Epic-Man
2010-09-12, 04:45 PM
Um... wait, aren't ghosts undead? Does this mean that you add twice your bonus against ghosts? Why? I recommend getting rid of Ghost Killer altogether and just sticking with this.

Well you see ghost in the pathfinder bestiary isn't categorized as undead rather it's called an aberration i think and as for the


Dimi-God? DIMI-GOD? WHAT ON EARTH IS A DIMI-GOD?! Another google search has turned up nothing!!! Do you mean Demi-God? Why is this guy killing Demi-Gods? That should be the stuff of Epic campaigns, not for level 14 adventurers.

Yes i was referring to Demi Gods sorry misspelled it. and your probably right about the whole level 14 thing i will raise it. as for protection against location
thing well lets say your running form a demon and you need to hide yourself or something from it will allow you to hide it with out worry. it always comes out in the form of a charm or bag of ritualistic items. get it oh ya almost forgot thanks for the origin thingy i didnt know what to call it. Ill fix it in a little while.


He could have been more specific, but I believe this class has to do with the show Supernatural, a show where two humans
have the ability to kill at least four gods.

So, obviously the power level is different (at one point a fallen angel slaughters six of 'em. So I think that when he says demi-gods, he's using his own homebrewed rules (I hope )

YES thank you i kinda did make up my own feats for this to mimic the show.
Like how the colt can kill any demon, i made it so that they have to pick a single type like Demons, Human, Bugbear, but it can one of them you cant pick large groups for the gun to work on like Humanoid or Dragons it would have to be specific like Red Dragons or man get it.